Base Class: Ranger
Mage Slayers guard the world against threats from powerful magic users and spellcasters sick with tetherbane. Prolonged use of magic leaves a mystical residue on a spellcaster’s life essence. Over time, the residue leads to a condition known as tetherbane, and as the condition worsens the spellcaster begins to lose control. Many Mage Slayers find themselves affiliated with the Creed, an organization that acts as an independent law enforcement against magical threats.
Mage Slayer Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Mage Slayer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Arcane Awareness
You gain the ability to sense the presence of magic. As an action, you open your awareness to magical activity within 30 feet of you. Your magical awareness can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of leads, or 3 feet of wood or dirt.
You sense magic in this way for 10 minutes, during which you learn the following information:
You see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
You can sense traces of magic from spells previously cast in the area, and you learn its school of magic. You can sense spells cast up to 24 hours prior. When you reach 11th level in this class, you can sense spells cast up to 1 week prior.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Spell Strike
You imbue your attacks with magical residue. Once per turn, when you hit a creature with a weapon attack, you can deal an additional 1d4 damage of the weapon’s damage type.
Empowered Spell Strike. When a creature within 60 feet of you casts a spell of 1st level or higher, as a reaction, you can absorb a portion of the spell’s magic into your weapon, empowering your spell strike feature. Roll a d8 and consult the Empowered Spell Strike table below to determine the damage type imbued into your weapon.
While your weapon is empowered, once per turn when you hit a creature with the weapon, it deals 1d6 damage of the empowered damage type instead of the previous 1d4. When you reach 11th level in this class, the empowered damage increases to 1d8.
Your empowered spell strike lasts for 1-minute. It ends early if you are incapacitated or dismiss its effect with a bonus action.
While your spell strike is empowered, you can use your reaction when a spell is cast within 60 feet of you to extend the duration. When extending the duration, you can choose to roll a d8 for the empowered spell strike table or maintain your current damage type.
d8 -> damage type
1 -> Acid
2 -> Cold
3 -> Fire
4 -> Force
5 -> Lightning
6 -> Poison
7 -> Psychic
8 -> Thunder
Guarded Mind
You have learned to guard your mind from a mage’s magical assault. You have advantage on saving throws against being charmed or frightened and on ability checks to discern illusions made by magical means.
In addition, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
Mage Breaker
When you deal damage to a creature with an empowered spell strike weapon, you can choose to perform a devastating blow and hamper spellcasting. Choose one of the options below.
Concentration Breaker. If the creature is concentrating on a spell, they have disadvantage on their next concentration check to maintain the spell. If the concentration check fails, the creature takes damage equal to 1d8 per level of the spell they were concentrating on. The damage type is equal to your empowered spell strike damage type.
Spell Breaker. The creature must succeed on a Wisdom saving throw against your spell save DC, or it cannot cast spells that require the somatic (s) component until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Arcane Meditation
After years of studying magical users, you’ve learned to regain some of your magical energy with meditation. When you finish a short rest, you can choose a number of expended spell slots to recover. The spell slots can have a combined level equal to or less than your proficiency bonus, and none of the slots can be 5th level or higher.
For example, if your proficiency bonus is +5, you could recover three 1st level spells and one 2nd level spell.
Once you use this feature, you can’t use it again until you finish a long rest.
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